Profession: Maiden - A young girl who is constantly tormented and uses spirits and such things that have to do with the occult to aid her.

Weapon: Rattlesnake Staff – An oak staff with a small attachment at one end which works the same way as a rattlesnake’s tail. (Increase Skill Range)Armor: Worn Phoenix Robes – Silk robes enchanted with ashes of the Scarlet Phoenix. But the robes have lost its magical properties over time, but still provide decent protection.Accessory: Choker - A black choker with a small ruby on it.

+ Curse of Life - Janie casts a spectral spell to increase the animal instinct and instinct to live of the target. [Beserks target. Target has 50% chance to dodge all attacks for 3 turns. Range: Adjacent (+2). 10 MP]

A-Ability: Item

S-Ability: Possessed Weapon - Janie's normal attacks can be INT based with a 50% chance of piercing.

R-Ability: Burden of the Almighty - When Janie attacks an enemy with a normal attack, reduce each of the target's stats except HP, MP, and Movement by an amount equal to the target's level divided by 2 for 3 turns. Effect cannot be stacked.

Finishing: Iron Maiden - The coffin Janie carries around opens and Janie drags the target into the coffin. As it closes, spirits that have been released from the coffin form into swords which stab into the numerous holes on the coffin, impaling the target yet not injuring Janie one bit. [200% Piercing Dark INT Dmg. Range: 3 cells. Instant Kill if the target has 50% or less HP and a 50% chance of Instant Kill if the target is affected with Immobilize or Paralysis. Janie is unable to move or act for 1 turn afterwards]----------------------------HP: 30MP: 40ATK: 2DEF: 4 (+1 from Worn Phoenix Robes)INT: 8 (+3 from Rattlesnake Staff)(+1 from Choker)SPR: 5 (+2 from Worn Phenix Robes)Movement: 2 (+1 from Maiden Profession)

Weapons: Dirk - A dangerous dagger with a keen edge capable of slicing and stabbing enemies in precisely calculated areas. [+3 ATK]Armor: Midnight Robes - Robes that allow the wearer to sneak around more efficiently at night. [+3 DEF; +3 SPR]Accessory: Brutal Fang - A sharp fang pulled right from the mouth of a great bear and fashioned into a necklace. [+3 ATK; High critical hit rate for normal attacks]

A-Ability: Subtlety

+ Hemorrhage - A quick, painless strike designated to weaken the enemy and make the next attack more painful. [No damage. Range: Adjacent. The damage that is dealt by the user after this attack is doubled. 5 MP]

+ Mana Wave - The user musters the remaining mgical energies it possesses and strikes the target by using that energy to create a small cutter-like wave. It does minimal damage but saps the target out of an amount of the mana reserves they possessed. [20% INT Dmg. Range: 3 cells. Uses up all MP the user has left but reduces the target's MP by twice the MP used for this attack]

A-Ability: Kaze

+ Air Render - Zero envelops her dagger in a shell of pure wind, then launching it forward to cut through almost anything. [130% Wind ATK Dmg. Range: 3 cells. High Critical Hit rate. 8 MP]

Profession: Living Weapon - A human that had been genetically bonded with peices of alloys and machinery, giving the human the ability to genetically transform and revert its own cells into alloys and create weapons with them.Weapon: Iron DNA - The DNA that had been infused with large amounts of iron, now allowing Hayashi to transform his cells into iron. (+1 ATK)Armor: Halstein's Worn Plating - A piece of somewhat durable armor designed by the intellectual scientist, Grimour Halstein. (+3 DEF, +1 SPR)Accessory: Limiter - A collar-like item that allows Hayashi to control his changed DNA, it also prevents Hayashi from overusing his abilities. (+1 ATK)

A-Ability: Genetic Weapon

+ Shield and Sword - Hayashi transforms some cells in his right arm to form a sword while forming a shield on his right arm. [Increases ATK and DEF by 25% for 3 turns. Range: Self. MP: 5]

+ Mana Cannon - Hayashi transforms both hands into cannons and connects them, firing his own life energy at the target. [Reduces MP to 0. Deals ATK Dmg equal to 125% of amount of MP lost by this attack. Range: 3 cells. Move Hayashi 1 cell away from the target.]

+ Poison Chain – Hayashi shoots out a chain with small venom-coated blades on it, wrapping the chain around the target while cutting the target multiple times with it. [110% ATK Dmg per hit, 5 hits. Range: 3 cells. Chance to Poison with each hit. 19 MP]

R-Ability: N/A

S-Ability:+ Heavy Artillery - Increase the damage of all A-Abilities/Awakenings that hits an enemy from 3 cells away or further by 50% for 3 turns. Hayashi is immbolized until the effect is lifted.

+ Limiter Removal - Negate the effect of Hayashi's Accessory item and increase the range of all of his A-Abilities by 3 cells and Hayashi loses 1/5 of his max HP per turn until this skill wears off. Lasts for 2 turns.

Awakening: Infinity Cannon(Neutral) - Hayashi transforms the cells in his shoulderblades and around it into two large cannons, each firing a mixture of Hayashi's blood and life energy at all enemies. [Range: All enemies. Cut Hayashi's remaining HP in half. Can only be used when MP is 0]

Awakening: Amaterasu - Mizumai strikes the trget into the air and slashes the target a multitude of times with the blade catching on a strange black flame with each strike. [200% Piercing Fire ATK Dmg. Range: Adjacent. 50% chance to Burn]

Profession: Unnatural Treant – A being created by merging a human and a hundred year old tree.Weapon: Iron Axe – A gigantic axe which most people would have trouble holding it up with both hands while Krok could efficiently wield it with one hand. [+2 ATK]Armor: Rough Bark – The bark on Krok’s body, it has aged and rotted. [+2 DEF]Accessory: Contaminated Leaves – Krok’s leaves, which had been corrupted by both the human and plant DNA residing in Krok’s body. [+1 ATK]

+ Leaf Swarm – Krok lets some of the leaves on himself fall off and fly through the field, cutting all of the enemies into ribbons. [110% Wind ATK Dmg. Range: All enemies.]. Mp: 13

R-Ability: N/A

S-Ability: Overgrow – As a more or less strange plant, Krok has the ability to spread a part of his roots to grow into another tree. [Create a Tree Root in an adjacent cell each turn which is impassable and unable to be occupied]Stats:HP: (Krok’s HP x .25)DEF: (Krok’s DEF x .5)SPR: (Krok’s SPR x .5)

Profession: Shade – Just someone with a shadow, nothing more, only that this one’s shadow can fight.

Weapon: Hidden Dagger – A dagger that can be concealed in the sleeve.Weapon: Hidden Dagger – A dagger that can be concealed in the sleeve.Armor: Worn Vest – A worn-out vest with several tears on it.Accessory: Black Mask – A mask worn over the nose and mouth, only allowing the eyes to be seen. [+5 MP]

S-Ability: Dual Wield - Ling is allowed to equip two weapons at once and when Ling has two weapons equipped, he is allowed to act twice per turn. (Passive)

Finishing: Demise – Ling suddenly disappears from sight only to form moments later from the target’s own shadow and slice open countless wounds on the target. [200% Dark Piercing ATK Dmg. Range: Any. Chance of Blood Loss]

+ Inexistent Maze – Nentou somehow sends the target’s mind into their mind, trapping the target within themselves, literally making them lost in their own thoughts. [110% ATK Dmg. Range: Adjacent. Chance to Stop. 10 MP]

+ Seeing Double – Nentou messes with the target’s mind, making them see an image of himself who along with his real self strikes the target each once then once together. [80% ATK Dmg on the first strike, 100% ATK Dmg on the second strike, 120% Piercing ATK Dmg on the third strike. Range: Adjacent. Chance to Confuse. 12 MP]

A-Ability: Item

R-Ability: N/A

S-Ability: Exceeding Willpower – When Nentou’s HP reaches 50% or less, his A-Abilities all cost 25% of their original amount. (Passive)

D-Ability: Draining Dirge – The target hears a short and depressing tune in their head, constantly repeating and never stopping. The tune plays and plays over and over until they are finally driven insane, but at the same time feeding their life energy to Nentou. [200% Piercing ATK Dmg. Range: Adjacent. Converts damage done into MP for Nentou]

Weapon: Broken Doll – A doll that is apparently missing an arm.Armor: Old Dress – A cute and high-classed dress that seems to have been worn for over hundreds of years.Accessory: Toy Crown – A crown made of plastic for children to play with. [+1 INT]

S-Ability: Replenish – Restores MP to full, can be used only once per battle.

Finishing: Terrorist Dolly – Sayori creates copies of her doll which all flies toward the target and each of them exploding on contact in a white flash of light. [200% Holy Piercing INT Dmg. Range: Any. May Blind]

+ Crosslance – Ryu performs a combination of attacks in an amazing speed, making it seem as if there was two of her attacking at the same time and ending with a fiery blow. [110% ATK Dmg on first two hits, 140% Fire ATK Dmg on third hit. Range: 2 cells. Chance to Burn. 10 MP]

R-Ability: Lance Dance – Whenever Ryu is attacked with an ATK-based attack she retaliates with a skill targeting the attacker regardless of range.

S-Ability: Renewal – Recovers MP to full, can be used once per battle.

D-Ability: Long De Tran Ren – “Descendant of the Dragon”. Ryu releases the Azure Dragon and changing herself to the form of the Azure Dragon. Before Ryu transforms back, multiple natural disasters befall the group, ranging from tsunamis to hurricanes. [100% Piercing ATK Dmg. Range: Enemy party. Restores MP to full]

+ Blade Rush – Laharl holds out his sword and charges through a line, slicing everything along the way then returning to his original position with a back flip. [150% ATK Dmg. Range: Row/Column. Chance to Immobilize. 18 MP]

+ Hurricane Slash – Laharl starts with a uppercut which sends the target airborne and strikes the target downward while a hurricane forms around the target. [120% ATK Dmg on first strike, 150% Wind ATK Dmg on second strike. Range: Adjacent. 18 MP]

+ Nightsever – Laharl punts the target into the air and slashes the target three times in the brief moment that the target’s airborne. [160% Dark ATK Dmg per hit, 3 hits. Range: Adjacent. 25 MP]

+ Dimension Slash – Laharl propels himself into the air and slashes downward, sending a gigantic blade of energy toward his opponents. [180% Holy ATK Dmg. Range: 5 cells in a straight line and all cells in between Laharl and the target. 34 MP]

A-Ability: Of Being an Overlord

+ Blazing Knuckle – Laharl jumps up and dives down with his fist catching on fire and exploding in a tornado of fire upon impact. [130% Fire ATK Dmg. Range: Adjacent cells. Chance to Burn. 15 MP]

Weapon: Spike Plates – Plating on the forearms with spikes on them.Armor: Hybrid Armor II - A piece of armor made with many different metals and alloys, much more durable than the previous type.Accessory: Pyrite Infuser [Increases ENG restoration by 5%]

Profession: Chromatic Beast – A large twin-headed dragonkin created by infusing an animal with one of each of the black, blue, green, red, and bronze dragons. [Two Acts per turn] [Immune Immobilize] [Immune Disable] [Immune Seal] [Immune Stop]

Weapon: Drake’s Fangs – The fangs of a dragon, not sure what kind it was but it looks menacing. [Chance to Poison, Slow, Burn, Freeze, or Berserk]Armor: Scaly Skin – Not sure if this is the skin of an animal or the scales of a dragon anymore. [Immune Bleed; Immune Blood Loss]Accessory: Chain Collar – A collar connected to a chain, it has a name tag with “Fluffy” written on it. [Immune Berserk]

A-Ability: Breath Attacks

+ Incinerate – A stream of flames is shot out of Chromaggus’ maw, the flames being able to burn virtually anything into ashes. [200% Fire ATK Dmg. Range: 3 cell wide line in front of Chromaggus. Chance to Burn. 26 MP]

+ Ignite Flesh – Chromaggus opens its maw and orbs of black flames shoot out. [100% Dark ATK Dmg. Range: 3 cell wide line in front of Chromaggus. Chance to apply a debuff which causes the target to take 20% of Chromaggus’ ATK as Fire damage per turn for 3 turns. 20 MP]

+ Frost Burn – A freezing gust of air, much like a blizzard, is sent from Chromaggus’ maw. [160% Ice ATK Dmg. Range: 3 cell wide line in front of Chromaggus. Chance to Freeze. 30 MP]

+ Time Lapse – Chromaggus’ maw opens but nothing comes out, instead a time-shifting force is sent to force the enemies in a state of stasis. [50% Light ATK Dmg. Range: 3 cell wide line in front of Chromaggus. High chance to Stop. 33 MP]

A-Ability: Brood Afflictions

+ Brood Affliction: Red [Range: 3 cell radius. Chance of afflicting target with a debuff that causes the target to take 10% of Chromaggus’ ATK as Fire damage per turn for 3 turns. Upon the afflicted target’s death, Chromagus is healed for 20% of its max HP. 16 MP]

+ Brood Affliction: Green [Range: 3 cell radius. Chance of afflicting target with a debuff that causes the amount of healing the target receives to be reduced by 50% for 3 turns. When the debuff is dispelled the target takes 50% of Chromaggus’ ATK as Earth damage. Cannot be dispelled. 18 MP]

+ Brood Affliction: Black [Range: 3 cell radius. Chance of afflicting target with a debuff that causes the Fire damage the target takes to be increased by 100% for 3 turns. 21 MP]

+ Brood Affliction: Blue [Range: 3 cell radius. Chance of afflicting target with a debuff that causes the target to take 10% of Chromaggus’ ATK as Ice damage per turn and restore Chromaggus’ MP for the same amount for 3 turns. Cannot be dispelled. 20 MP]

+ Brood Affliction: Bronze [Range: 3 cell radius. Chance of afflicting target with a debuff which causes the target to have a 25% chance per turn to be unable to move that turn for 3 turns. Cannot be dispelled. 21 MP]

R-Ability: Brood Presence – When Chromaggus is attacked from within a 3 cell radius, a random Brood Affliction that the attacker is not afflicted with is instantly applied onto the target.

S-Ability:

+ Chromatic Unity – The application of a Brood Affliction refreshes the duration of all other Brood Afflictions on the target.

+ Chromatic Resistance – Chromaggus starts the battle with 90% Dark Resistance and Immune Stop, and then every 2 turns the type of Resistance changes randomly out of Dark and Confuse, Fire and Burn, Light and Slow, Earth and Poison, or Ice and Freeze.

+ Chromatic Metamorphosis – Any character within a 5 cell radius of Chromaggus that is afflicted with all five Brood Afflictions are transformed into Chromatic Draknoid.

Weapon: Shockwave Truncheon – A large mace-like weapon with the essence of lightning inside it. [Range: 3 cells. Thunder element; Chance of Frail]Armor: Murmur’s Essence – The only thing that kept this elemental together since the creation.Accessory: Murmur’s Whisper – It is said that a single one of these whispers could destroy the world. [50% damage done converted to MP on Normal Attacks]

A-Ability: Bad Storm

+ Murmur’s Touch – Murmur creates friction between the target and the air itself, causing the target to combust in a short moment. [120% Thunder INT Dmg next turn. Range: 3 cells and adjacent cells of the target upon combustion. Chance to Silence. 14 MP]

+ Shockwave – Murmur slams his mace on the ground, creating a shockwave to knock others off their feet. [150% Thunder INT Dmg. Range: 3 cell radius. Target(s) have their Movement reduced to 0 for the next turn. 15 MP]

+ Sonic Boom – Murmur draws energy from the air around it and sends a much more powerful shockwave through the air. [Range: 5 cell radius. Target(s) take 50% of their current HP as immediate Thunder damage and 25% of their current HP as Thunder damage split evenly over 2 turns. Requires one turn to cast. Becomes useless if no enemies are within range after cast. 32 MP]

R-Ability: Affinity with Sound – When Murmur’s Touch successfully Silences a target(s), Murmur’s next Sonic Boom does not require the extra turn to cast and the initial damage is not affected by resistance.

Finishing: Thundering Storm – Murmur calls bolts from the sky that rain down without stopping, although the bolts only strike a distance away from him it keeps its enemies near Murmur and all the while rejuvenating it. [Range: Outside 3 cell radius. Target(s) within range is struck for 200% Piercing Thunder INT Dmg per turn and has their Movement reduced to 1 until they leave the range of the attack. Murmur restores 20% of max MP per turn. Permanent]

+ 330mm Strike Barrage - The Odin lowers itself and fires several shells from the four cannons on its back. [220% ATK Dmg per hit, 8 hits. Range: Up to 3 targets in a 4 (+2) cell radius and adjacent cells of the target. 70 ENG]

+ Hornets' Nest - A multitude of missiles are fired from the various missile pods mounted on the Odin. [150% ATK Dmg per hit, 16 hits. Range: 4 (+2) cell radius and adjacent cells of the target. 65 ENG]

+ Skyrocket - Using its trusters the Odin launches itself into the air only to fall and smash into its target. [200% ATK Dmg. Range: 4 (+2) cells. Splash Damage. Moves to closest adjacent cell of the target. 60 ENG]

+ Blades Flurry - Countless sharp edges protrude out of the parts of the Odin, and it spins in place at an insane speed to slice everything around it to pieces. [110% ATK Dmg per hit, 42 hits. Range: All adjacent cells. 80 ENG]

R-Ability: Reload - If the Odin does not use Hornets' Nest or 330mm Strike Barrage for 3 consecutive turns, the Odin's next 330mm Strike Barrage or Hornets' Nest require all of the Odin's remaining ENG in addition to the normal ENG cost, and the power of the attack is increased by 5% for each extra 5 ENG lost this way.

S-Ability: Overpower - The Odin's Skyrocket has a 50% chance that the main target's Movement will be reduced to 0 and has its ATK and DEF reduced by 20% for the next turn, in addition the Odin will recieve 50% of its max ENG.

+ Lucid Blast - Rei gathers energy and condenses it into a small blinding sphere, which is launched up and crashes down on its targets. [120% Light INT Dmg. Range: 5 cells and adjacent cells of the target]

+ Light Binding - Rei conjures a sphere of light and sends it at an enemy, binding their legs and bouncing to another target. [Range: 5 cells then a target within 3 cells of first target. High chance of Immobilize.]

+ Shining Force - Rei conjures a sphere of light and sends it at a location, attracting the enemies before detonating. [100% Light INT Dmg upon detonation. Range: 5 cells for placement, and adjacent cells for detonation. All enemies which the designated cell is within movement range of are forced to move to adjacent cells of said cell.]

+ Prismatic Barrier - Rei tosses her staff, infusing mana to apply a shield around allies that it passes through and causes it to return to her, applying the shield to her as well. [Range: Straight horizontal/vertical/diagonal line and self. Applies a shield onto each ally it passes through, capable of absorbing damage equal to 10% of Rei's max MP.]

+ Starlight Road - Rei casts a spell on the target which allows them to move swiftly and more importantly, leave behind a glittery trail as they move. [Range: 5 cells or self. Grants Haste.]

+ Lucent Singularity - Rei reflects a great deal of light onto an ally, causing that ally to attract the attention of enemies, like moths to a fire. [Range: Any ally. Target gains Center of Attention]

R-Ability: Manaburn - Whenever an enemy without the Manaburn debuff is hit by one of Rei's abilities, they are applied with Manaburn. If Rei attacks or uses an ability on a target afflicted with Manaburn, they ignite, consuming the debuff and taking damage equal to 10% of Rei's max MP. The debuff is automatically dispelled on the third turn after application if not ignited, dealing no damage.

S-Ability: Mana Pool - Rei's MP is doubled.

D-Ability: Finales Funkeln - After gathering energy, Rei fires a large beam of light to devastate enemies in a line. [150% Piercing Light INT Dmg. Range: 3 cell wide straight horizontal/vertical/diagonal line. If a target afflicted with Manaburn is hit by this ability, they take double damage instead of the original effect and the Manaburn debuff is not consumed.]

Stats:

HP: MP: ATK: DEF: INT: SPR: Movement:

Skill Points: 0

Last edited by Windy-tan on Wed Mar 30, 2011 4:10 pm; edited 1 time in total

+ Duskbringer - Yorumuu lashes out from the shadows, swinging his sword for two consecutive cuts. [120% Dark ATK Dmg per hit, 2 hits. Range: Adjacent. If used while Invisible, Yorumuu can immediatly jump to a different target. If the target Yorumuu jumps to is not within a 3 cell radius of the attack target, Yorumuu cannot be attacked except by the attack target for that turn. 10 MP]

+ Unspeakable Horror - Yorumuu, keeping himself hidden, suddenly leaps out with a thrust, frightening his target in the process. [100% Dark ATK Dmg. Range: 5 cells. Moves Yorumuu to adjacent cell of his target. If used while Invisible, the target has a 50% chance to be Feared and 50% chance to be Silenced. 12 MP]

+ Siphon of Destruction - Yorumuu strikes with his blade, draining the blood out of his target. [100% Piercing Dark ATK Dmg. Range: Adjacent. Yorumuu is healed for the amount of damage dealt. If used while Invisible, in addition, Yorumuu's MP is restored by the damage dealt. 8 MP]

+ Demise - Yorumuu fades into the shadow of his target, and thrusts his blade into his target, aiming for a vital organ. [150% Dark ATK Dmg. Range: Adjacent. If used While Invisible, the damage becomes Piercing. 20 MP]

+ Creeping Death - Yorumuu positions himself to charge a target, but then fades out of sight as he takes his first step to charge, making the target paranoid. [Range: 5 cells. Target is 25% more likely to be afflicted with Fear for 3 turns. Does not count as an attack. 5 MP]

R-Ability: Children of the Grave - When Yorumuu kills an enemy while Invisible, that enemy is revived as a ghost under Yorumuu's control for 3 turns, the ghost can only use Normal Attacks.

S-Ability: Shroud of Darkness - If Yorumuu does not attack for a turn, he gains Invisibility for 3 turns. During Invisibility, Yorumuu can only be attacked by enemies that either he has attacked last turn, or that are within a 3 cell radius of an enemy he attacked that turn. Yorumuu's Invisibility wears off if he is hit by a Light element attack.

Finishing: Paranoia - "Where am I? Here? No here. No here. No, I'm right beside you. No, I'm behind you. No, I'm right in front of you, and you're already dead, don't you know? And your friends won't save you." [Range: Enemy Party. Transports each enemy to a seperate 5x5 battlefield and grants the user permenant Invisibility then creates copies of the user equal to the number of enemies, one in each battlefield.]

Profession: Bard - One who sees his intrument as a companion instead of a tool for making music. He uses this companion to bring to his allies a powerful force.

Weapon: Maple Lute - A simple lute made out of maple wood, it is quite new.Armor: Wanderer's Cloak - A hoodless cloak that provides defense from the harsh elements of nature. [Half Fire; Half Ice; Half Wind; Half Earth]Accessory: Emblem - A small emblem shaped like a pair of wings spread out.

A-Ability: Melody

+ Hymn of Rejuvination - Kee plays a tune that embed him and his allies with a regenerative force. [100% INT Heal. Range: Self and 3 cell radius. Grants Kee an aura that restores 5% of the max HP of all allies within a 3 cell radius each turn. 16 MP]

+ Strain of Clarity - Kee plays a song which fills him and his allies with a refreshing force. [5% Max MP Restore. Range: Self and 3 cell radius. Grants Kee an aura that restores 5% of the max MP of all allies within a 3 cell radius each turn. 40% max MP]

+ Anthem of Valor - Kee plays a song that increases the morale of his allies. [Range: Self. Grants Kee an aura that increases the ATK and INT of all allies within a 3 cell radius by 50% of his INT. 16 MP]

+ Tune of Protection - Kee plays a song which increases his allies' resistance to damage. [Range: Self. Grants Kee an aura that increases the DEF and SPR of all allies within a 3 cell radius by 50% of his INT. 16 MP]

+ Aria of Perserverance - Kee plays a song that shields his allies with a protective coat of mana, increasing their resistance. [Range: Self. Grants Kee an aura that gives all allies within a 3 cell radius resistance to an element of his choice. 24 MP]

+ Song of Celerity - Kee plays a song that fills his allies with energy, causing them to become more lively and move much more quickly. [Range: Self. Grants Kee an aura that gives all allies within a 3 cell radius Haste. 24 MP]

+ Refrain of Denial - Kee plays a song for his enemies, removing a benificial power from each of them in order to inflict damage. [Range: Enemy Party. Dispells one positive status effect from each target. Inflicts 50% Piercing INT Dmg to each target that has had a status effect removed. 16 MP]

R-Ability: Resonate - Each time Kee casts a spell, he gains a stack of Resonate. When Kee recieces 3 stacks of Resonate, his next ability cast will consume all stacks of Resonate and cost no Mana to use.

S-Ability: Lasting Melodies - All of Kee's abilities that grant him an aura lasts indefinetly, but Kee can only play one aura ability at a time. In addition, Kee's auras pertain for 3 turns after he has switched to a new aura.

Finishing: Requiem of Silence - Kee begins to play a dark ominous tune, then abruptly stops as the enemies are suddenly struck by some strange force. [100% Piercing INT Dmg. Dispells all auras on Kee. Increases the base damage by 100% for each aura dispelled this way. Kee is Silenced. High Chance of Silence]

Weapon: Exotic Spear - A spear with a strange foreign design, made for especially devastating piercing attacks yet still being surprisingly light. [20% Armor Penetration; Range: 2 cells]Shield: Iota Shield - A shield made especially for fliers, with an intricate design of a dragon on it. [Anti-Anti-Air]Armor: War Angel - A red breastplate with a pair of white feathered wings painted on the back for good luck. [Guardian Angel]Accessory: Elysian Whip- A special whip used for increasing performance of a winged mount during battle. (+1 Move) (+15% Evasion)

*Anti-Anti-Air - Negates any bonuses enemies receive when attacking the wearer, due to the Flight or Float status.*Guardian Angel - Once per battle, whenever the wearer is to be K.O.ed (Overkill and Perfect Kill excluded), they are revived with max HP and MP, however all stat bonuses from the equipment will be negated.

+ Puncture - Marcia goes in for a strike aimed at the target's lung. [100% ATK Dmg. Range: 2 cells. 0% chance of Suffocation. Chance of Suffocation increases by 1% for each 2% Evasion Rate Marcia has over her target. (Target's level) MP]

+ Pierce - Marcia ascends into the air and prepares for an attack, causing her next attack to gain extra velocity from the descent to be able to bypass the target's defenses. [Range: Self. Next attack is Piercing. (Level) MP]

+ Shattering - Marcia tosses her spear from a height above her target's, the weapon gaining velocity as it travels down in order to create an opening in the target's defenses. [120% ATK Dmg. Range: 5 cells. Dispels all defensive buffs on target (Protect, Shell, etc.). 5*(Number of Buffs) MP]

+ Defender - Marcia immediately rushes to an ally's aid should that ally be attacked, and counterattacks. [Range: (Movement) Cells. All attacks aimed for targeted ally is redirected to Marcia for 1 turn, and for each attack Marcia counters with a Normal Attack. 6 MP]

+ Momentum - After defeating an enemy, Marcia issues an order to press on the attacks, her allies gaining newfound vigor due to their victory. [Range: Ally Party. Restores 10% max HP. Grants Haste. Only usable the turn after an enemy is K.O.ed. 16 MP]

+ Leading the Cavalry - Marcia orders her allies to charge as she jumps into the fray. [Range: Ally Party. Increases target(s) Movement by Marcia's Movement. 16 MP]

Finishing: Shatter the Skies - Marcia flies as high up as possible, then immediately turns her Pegasus downward to descend at an impossible speed and striking the target, as well as anyone near with a sonic boom as she nears the ground. [150% Piercing Wind ATK Dmg. Range: Any and adjacent cells of the target. High chance of Silence]

Profession: Stalker - Those who do the dirty work from within the shadows and are sworn to even go to the extremes in order to complete their tasks. Their jobs ranging from simple information gathering, to life threatening infiltrations and assassinations. [+1 Normal Attack]

Weapon: Scratched Chain - A metal chain with a multitude of marks and scratches from overuse. [Range: 3 cells]Armor: Stalker's Outfit - The clothing worn by those of the shadows.Accessory: Hidden Weapon - A rather long blade concealed within the clothing.

+ Strangulate - Medusa throws out her chain and latches it around her target's neck, pulling the target toward her. [100% ATK Dmg. Range: 5 cells. Moves target to adjacent cell of Medusa. If Stealthed, this ability can be linked with a Normal Attack. 6 MP]

A-Ability: Item

R-Ability: N/A

S-Ability: Bloodthirsty Murderer - Medusa has a 100% Lifesteal to all attacks and abilities.

Profession: Jian Dou Shi - An extremely fast foreign fighter skilled in the use of swords with their specialty being one-on-one fights. The name of the profession loosely translates to "Duelist". [Dual Wield]

Weapon: Strange Sword - A longsword with a hilt design that no one has seen before.Weapon: Exotic Sword - A curved longsword that slightly resembles a katana.Armor: Doll Dress - A traditional foreign dress made of silk.Accessory: Heavy Armlet - A rather heavy bracelet-like accessory.

+ Cutter - A sword swing made with such skill that a vaccum is created in the air which slices like a blade and flies like an arrow. [120% ATK Dmg. Range: 5 cells.]

A-Ability: Item

R-Ability: N/A

S-Ability: Dueling - Each turn Anemone can only be attacked by one enemy, and if Anemone attacked an enemy during that turn then only the enemy that was attacked may attack Anemone.

Finishing: Cataclysm - As Anemone's name suggests, all hope fades for the target when she jumps up and strikes down with a force strong enough to break the earth, causing the ground around her to rise up in order to create a natural arena for her and her target that prevents any outside intervention. The arena does not disappear until either her or her target is dead. [200% Piercing ATK Dmg. Range: Any. Moves Anemone next to her target. Creates an arena with walls in a 2 cell radius around where Anemone lands. No attacks or abilities from outside the wall can reach into the wall. Wall dissipates when either Anemone or the target is K.O.ed]